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RE: Admiral's Edition Map Thread - 7/29/2009 5:17:09 PM   
herwin

 

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quote:

ORIGINAL: moonraker

Upgradable Roads. Is there any way to have upgradable roads in AE ?. The reason I ask is because the road to the Arakan (Northern Burma) from Bengal was upgraded prior to the 2nd battle there in 1944. Would this be a feature that could be incorporated later maybe ?


The easiest way is to switch the pwhex file to reflect the changes in communications.

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(in reply to moonraker65)
Post #: 721
RE: AE Map, Base, Economic Issues - 7/29/2009 8:16:04 PM   
tbridges

 

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As an Allied noob I am in search of a thread that discusses the best ways to maximize the flow of supplies and fuel to the US West Coast bases for further distribution to the war zone. I have searched and found several posts regarding the Allied supply situation but nothing I can really get my teeth into.

Is there a thread on how the Allied supply model functions? These forums are already so extensive its proving difficult to find things without starting a new thread that covers issues that have already been thoroughly analyzed.

Thanks for your help.

(in reply to Andrew Brown)
Post #: 722
RE: AE Map, Base, Economic Issues - 7/29/2009 8:56:55 PM   
Q-Ball


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In Campaign game, the Mavis Transport, the H6K2-L, starts deployed to two units in the Marshalls just like WITP, but this plane is in R&D and cannot be produced until 4/42. Thus, the 9 that start on the map are all you get until 4/42.

Was this intentional?

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Post #: 723
RE: AE Map, Base, Economic Issues - 7/29/2009 9:00:30 PM   
BPRE

 

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Here'a really, really minor thing with the map.

It's hardly even a map fault since it actually in the top right corner where the Legend is located.

If you hit the R key to display the road network the roads will be displayed in the corresponding legend hexes but also in the railway (railroad trail I presume) legend hexes. The same railroad trail sign is also shown beside the Major river legend.

If you hit the Y key a Minor railroad sign is shown in the hex beside the Major river legend.

In case you update the map maybe you could take a look at this too.

Regards
BPRE

(in reply to Q-Ball)
Post #: 724
RE: AE Map, Base, Economic Issues - 7/29/2009 9:08:41 PM   
timtom


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quote:

ORIGINAL: Q-Ball

In Campaign game, the Mavis Transport, the H6K2-L, starts deployed to two units in the Marshalls just like WITP, but this plane is in R&D and cannot be produced until 4/42. Thus, the 9 that start on the map are all you get until 4/42.

Was this intentional?


Not a single -L was produced 9/41-3/42 both months inclusive. However having it available from 12/41 is an AI requirement, so don't tell AndyMac .

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Post #: 725
RE: Admiral's Edition Map Thread - 7/29/2009 11:44:53 PM   
pompack


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Guadalcanal Scenario Map OOB/Initialization error:

Apparently the hexsides between PM and the Kokoda trail (99,130) are not inialized for Allied ownership. Japanese units can walk right past the defending Aussie inf on the Trail and right into PM. Thw W key shows it as green (allied) but I suspect that it is only the PM side; from the behaviour the Trail side is neutral. Note that once the Japanese units enter PM, the hexside shows red to indicate Japanese ownership

EDIT: A more detailed reading of the manual leads me to believe that it is strickly an initializaion problem since the scenario starts with moth Allied and Jaanese units in the hex. If it had started with only the Allied unit, the hexside ownership would have been set on the first turn (sole ownership of the hex). Since the scenario begins contested, it looks like the ZOC for that hex does not lock either side.

< Message edited by pompack -- 7/29/2009 11:49:29 PM >

(in reply to herwin)
Post #: 726
Manchukuo Garrison - 7/30/2009 12:55:10 AM   
CaptDave

 

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This looks like the most correct thread in which to post this.

As we all know, control zones are no longer a feature in the game. The manual, though, still says that any unit in the Northwest Control Zone can be used to satisfy the Manchukuo garrison requirement. Is it safe to assume (yeah, yeah, I know) that now the garrison will be determined by units physically within Manchukuo as shown on the map? Or are there some stealth boundaries we should know about?

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Post #: 727
RE: Manchukuo Garrison - 7/30/2009 1:10:39 AM   
Andrew Brown


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quote:

ORIGINAL: CaptDave

This looks like the most correct thread in which to post this.

As we all know, control zones are no longer a feature in the game. The manual, though, still says that any unit in the Northwest Control Zone can be used to satisfy the Manchukuo garrison requirement. Is it safe to assume (yeah, yeah, I know) that now the garrison will be determined by units physically within Manchukuo as shown on the map? Or are there some stealth boundaries we should know about?


You are correct. Units need to stay in Manchukuo. I THINK Korea count as well, but I will have to check.

Andrew

(in reply to CaptDave)
Post #: 728
RE: Manchukuo Garrison - 7/30/2009 1:35:22 AM   
NightFlyer


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If you check the units in Korea, they say they have the R letter meaning restricted, bummer

However, you can still move stuff like planes out of restricted areas. Someone (who's name will not be mentioned) found a, ahem, way to move stuff out. Haven't tried it myself yet, and some Matrix guy says it's an "exploit" which will be "fixed". You need make sure the garrison remains high enough to not trigger the Soviets rolling over you in Manchuria. Anyways, if you want to move some planes around here are his instructions:

There is actually a way to do it. Its involved, but it DOES work v the AI (a player might consider it "gamey". I dont agree, but others might).

You can air transfer a restricted unit to a base that is the same HQ as the one you want to transfer. The problem is changing the bases to the same HQ. Most bases can only change their controlling HQ to one that has the same HQ of a ground unit in its hex, so the proceedure would go something like this:

1) Move unrestricted ground "A" unit into base: "X".
2) Change HQ of "A" to restricted.
3) Change HQ of "X" to restricted.
4) Fly restricted units to "X"
5) Change HQ of "A" to an unrestricted one
6) goto 1

Rinse and repeat as often as necessary to get the units out. This trick will work to move US west coast units to the Aleutians, and the restricted Jap units in Manchuria and Japan to other areas.


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Post #: 729
RE: Manchukuo Garrison - 7/30/2009 2:25:08 AM   
Mynok


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Is it really worth it to get the air crap in Manchukuo out? It's just a bunch of Lily, Nates, and a few transports.



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Post #: 730
RE: Manchukuo Garrison - 7/30/2009 2:56:21 AM   
jwilkerson


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Lily's Nates and Transports - oh my - the backbone of the airfarce!

(unfortunately I'm actually serious - you need everyone of those suquers you can get!!!)



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Post #: 731
Naval Support - 7/30/2009 3:13:36 AM   
ny59giants


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With the increased importance of Naval Support in a base to facilitate loading and unloading of troops/cargo, is there a reason why it isn't displayed in the base information window?? We have regular and aviation support readily available and this would be a nice addition to see rather than go through my LCUs to find it.

(in reply to jwilkerson)
Post #: 732
RE: Naval Support - 7/30/2009 4:34:30 AM   
treespider


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quote:

ORIGINAL: ny59giants

With the increased importance of Naval Support in a base to facilitate loading and unloading of troops/cargo, is there a reason why it isn't displayed in the base information window?? We have regular and aviation support readily available and this would be a nice addition to see rather than go through my LCUs to find it.



I believe it is in the top center of the base information screen...




Attachment (1)

< Message edited by treespider -- 7/30/2009 4:37:08 AM >


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Post #: 733
Omission from the manual - 7/30/2009 5:59:16 AM   
fbs

 

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I didn't find in the manual where it says that offmap bases receive fuel and supplies; the original WITP manual had that written in some section, so an addenda may be interesting.

Also, Port Stanley is the only offmap base that doesn't have automatic fuel and supplies, so it has to be convoyed from the USA -- is that on purpose?

Cheers
fbs

< Message edited by fbs -- 7/30/2009 6:08:59 AM >

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Post #: 734
RE: Omission from the manual - 7/30/2009 7:41:30 AM   
Andrew Brown


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quote:

ORIGINAL: fbs

I didn't find in the manual where it says that offmap bases receive fuel and supplies; the original WITP manual had that written in some section, so an addenda may be interesting.


It's there, but I admit it is not that easy to find. Please see the map team designers notes.

quote:

Also, Port Stanley is the only offmap base that doesn't have automatic fuel and supplies, so it has to be convoyed from the USA -- is that on purpose?

Cheers
fbs


Yes that is on purpose. Port Stanley is remote and undeveloped (and not that useful). If you really, really want to sent stuff there, you will have to supply it yourself.

Andrew

(in reply to fbs)
Post #: 735
RE: AE Map, Base, Economic Issues - 7/30/2009 12:18:59 PM   
mg62


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quote:

As an Allied noob I am in search of a thread that discusses the best ways to maximize the flow of supplies and fuel to the US West Coast bases for further distribution to the war zone. I have searched and found several posts regarding the Allied supply situation but nothing I can really get my teeth into.

Is there a thread on how the Allied supply model functions? These forums are already so extensive its proving difficult to find things without starting a new thread that covers issues that have already been thoroughly analyzed.



I have a similar question regarding supplies in East US. What is the best way to draw these to the west coast cities?

Do I convoy them or can I draw supplies to the west coast cities by increasing the base supply demand? If I increase SF, SD, LA SEA supply demand will this draw out of the East Coast or will they fight each other for supply?


(in reply to tbridges)
Post #: 736
RE: AE Map, Base, Economic Issues - 7/30/2009 12:47:45 PM   
ny59giants


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quote:

I believe it is in the top center of the base information screen...


Duh!!

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Post #: 737
RE: AE Map, Base, Economic Issues - 7/30/2009 1:09:32 PM   
Andrew Brown


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quote:

ORIGINAL: mg62
I have a similar question regarding supplies in East US. What is the best way to draw these to the west coast cities?

Do I convoy them or can I draw supplies to the west coast cities by increasing the base supply demand? If I increase SF, SD, LA SEA supply demand will this draw out of the East Coast or will they fight each other for supply?




Supply demand should be enough. The supply should not come from other bases unless they have an excess.

Andrew

(in reply to mg62)
Post #: 738
RE: AE Map, Base, Economic Issues - 7/30/2009 1:10:48 PM   
Andrew Brown


Posts: 5007
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From: Hex 82,170
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quote:

ORIGINAL: BPRE


Here'a really, really minor thing with the map.

It's hardly even a map fault since it actually in the top right corner where the Legend is located.

If you hit the R key to display the road network the roads will be displayed in the corresponding legend hexes but also in the railway (railroad trail I presume) legend hexes. The same railroad trail sign is also shown beside the Major river legend.

If you hit the Y key a Minor railroad sign is shown in the hex beside the Major river legend.

In case you update the map maybe you could take a look at this too.

Regards
BPRE



Thanks. I'll take a look when I can.

Andrew

(in reply to BPRE)
Post #: 739
RE: AE Map, Base, Economic Issues - 7/30/2009 5:45:38 PM   
Shark7


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Don't know if its a typo, but I did notice that Christmas Island IO (the one near Java) does not have any resource, while Christmas Island (the US base) does. I know Christmas Island IO had phosphate production (in fact the Jaqpanese loaded one freighter with phosphates from this base which was quickly sunk by an Allied sub). Is it possible these got reversed?

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Post #: 740
RE: Manchukuo Garrison - 7/30/2009 6:08:23 PM   
romanovich

 

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Moved to general thread.

< Message edited by romanovich -- 7/31/2009 1:02:12 AM >

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Post #: 741
RE: Manchukuo Garrison - 7/30/2009 6:19:50 PM   
romanovich

 

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You can move Korea units into Manchuko (by ground), and you can move Manchuko units into China (by ground). Which is historically correct - the Kwangtung Army was deployed frequently in the Chinese theater to aid the war effort there. "Kwantung" means "east of Shanhaiguan," a guarded pass, east of which begins Manchuko. In the game, Shanhaiguan is hex (99,42). In the game, the (R) means you can't move those units by air or sea. So you can't divert Kwangtung Army units to the South Pacific - not unless you spend political capital...

< Message edited by romanovich -- 7/31/2009 1:03:07 AM >

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Post #: 742
RE: Manchukuo Garrison - 7/30/2009 10:18:15 PM   
pad152

 

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Campaign 2

The US is not building any medium bombers (A20, B25, B26) until march of 43? Nothing in the pools, no replacement rates, that don't seem right.

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Post #: 743
RE: Manchukuo Garrison - 7/31/2009 8:16:50 PM   
Captain Cruft


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Base 338, Chinchow, hex 101,41

This is a size 1 port but it's inland ... You can't send ships there.

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Post #: 744
RE: Manchukuo Garrison - 8/1/2009 2:44:06 AM   
John Lansford

 

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ISTR before AE was released there were discussions about how to best maximize Australian industrial production.  The consensus was to send fuel, not oil, to the Australian east coast ports.  My question is, what about India?  Getting fuel to those ports is even more difficult than it is for Australia.  Or are the inland bases producing enough oil to generate sufficient fuel for the industrial sites?

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Post #: 745
Allied Oil at start - 8/1/2009 4:18:02 AM   
ny59giants


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I'm going through all my bases as the Allies vs Japan AI in scen 1 using 2 day turns. I'm finally over to Australia. Is there a reason why there isn't any oil?? None, zilch, nada!!

Shouldn't there be "x" number of days worth there?? I would think 15 days to 1 month worth would be enough.

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Post #: 746
RE: Allied Oil at start - 8/1/2009 5:02:26 AM   
wdolson

 

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The key to running industry now is fuel, not oil.  The only thing that needs oil is refineries and Australia doesn't have much capacity.

Bill


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Post #: 747
Country Econmey - 8/1/2009 6:16:55 AM   
pad152

 

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Ok, do I tell how much supply/fuel is created or used in all of India?

There needs to be Industry/Resource info screen for each country. More info is needed by the player to know what each country is producing and which ones need something (oil/fuel/etc.).


Example:

Country____India
Item______Produced/Used/Net_____Total Reserves
Resource___12000/9000/+3000_____8000
Oil________1000/3000/(-2000)_____(1000) - reserves dropping!
Fuel_______28000/19000/+11000___22000
Supplies____18000/12000/+6000___17000

It's impossible to get this info from the game!

What happened to all those third party apps?





< Message edited by pad152 -- 8/1/2009 6:21:39 AM >

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Post #: 748
RE: Country Econmey - 8/1/2009 6:29:41 AM   
bilbow


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Check Woos' WITPStaff, in your tools folder. Does exactly that.

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Post #: 749
RE: Country Econmey - 8/1/2009 6:53:03 AM   
pad152

 

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quote:

ORIGINAL: bilbow

Check Woos' WITPStaff, in your tools folder. Does exactly that.


Doesn't seem to work!

(in reply to bilbow)
Post #: 750
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